couple fixes
[carveJwlIkooP6JGAAIwe30JlM.git] / menu.h
1 #ifndef MENU_H
2 #define MENU_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "world_render.h"
7 #include "player.h"
8
9 #include "shaders/menu.h"
10
11 VG_STATIC mdl_context menu_model;
12 VG_STATIC glmesh menu_glmesh;
13 VG_STATIC m4x3f menu_mdl_mtx;
14 VG_STATIC float menu_opacity = 0.0f;
15 VG_STATIC float menu_input_cooldown = 0.0f;
16 VG_STATIC float menu_fov_target = 97.0f;
17 VG_STATIC v2f menu_extra_angles;
18
19 VG_STATIC int menu_loc = 0xb,
20 menu_loc_last = 1;
21 VG_STATIC u32 menu_page = 0;
22
23 VG_STATIC int cl_menu = 0,
24 cl_menu_go_away = 0;
25
26 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
27
28 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
29
30 VG_STATIC void menu_btn_paused( int event );
31 VG_STATIC void menu_btn_quit( int event );
32 VG_STATIC void menu_btn_skater( int event );
33 VG_STATIC void menu_btn_map( int event );
34 VG_STATIC void menu_btn_map_a( int event );
35 VG_STATIC void menu_btn_map_b( int event );
36 VG_STATIC void menu_btn_map_c( int event );
37 VG_STATIC void menu_btn_fuckoff( int event );
38 VG_STATIC void menu_btn_reset( int event );
39
40 struct menu_button
41 {
42 const char *name;
43 u32 areas;
44
45 void (*fn_press)(int event);
46 int links[4];
47 mdl_node *pnode;
48
49 float falpha, fsize;
50 }
51 VG_STATIC menu_buttons[] =
52 {
53 /*0*/{"text_paused", 1, menu_btn_paused },
54 /*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,0xb}},
55 /*2*/{"text_skater", 3, menu_btn_skater, {3,0xb,4,-1}},
56 /*3*/{"text_map", 5, NULL, {-1,-1,2,-1}},
57 /*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
58 /*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
59 /*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
60 /*7*/{"g_map", 5, NULL },
61 /*8*/{"g_controls", 1, NULL },
62 /*9*/{"text_quitty", 8, NULL },
63 /*a*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
64 /*b*/{"text_reset", 1, menu_btn_reset,{3,1,4,2} },
65 };
66
67 VG_STATIC void menu_btn_map_a( int event ){}
68 VG_STATIC void menu_btn_map_b( int event ){}
69 VG_STATIC void menu_btn_map_c( int event ){}
70
71 VG_STATIC void menu_btn_paused( int event )
72 {
73
74 }
75
76 VG_STATIC void menu_btn_reset( int event )
77 {
78 reset_player(0,NULL);
79 world_routes_clear();
80
81 cl_menu_go_away = 1;
82 menu_page = 0;
83 }
84
85 VG_STATIC void menu_btn_fuckoff( int event )
86 {
87 glfwSetWindowShouldClose( vg.window, 1 );
88 }
89
90 VG_STATIC void menu_btn_quit( int event )
91 {
92 menu_page = 0x8;
93 menu_loc = 0xa;
94 }
95
96 VG_STATIC void menu_btn_map( int event )
97 {
98 menu_page = 0x4;
99 menu_loc = 7;
100 }
101
102 VG_STATIC void menu_btn_skater( int event )
103 {
104 menu_page = 0x2;
105 }
106
107 VG_STATIC void menu_init(void)
108 {
109 vg_linear_clear( vg_mem.scratch );
110
111 mdl_open( &menu_model, "models/rs_menu.mdl" );
112 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
113 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
114 mdl_close( &menu_model );
115
116 vg_acquire_thread_sync();
117 {
118 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
119 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
120 }
121 vg_release_thread_sync();
122
123 for( int i=0; i<vg_list_size(menu_buttons); i++ )
124 {
125 struct menu_button *btn = &menu_buttons[i];
126 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
127
128 if( !btn->pnode )
129 vg_fatal_exit_loop( "Menu programming error" );
130 }
131
132 shader_menu_register();
133 }
134
135 VG_STATIC void menu_run_directional(void)
136 {
137 struct menu_button *btn = &menu_buttons[ menu_loc ];
138
139 if( vg_get_button_down( "jump" ) )
140 {
141 if( btn->fn_press )
142 {
143 audio_lock();
144 audio_play_oneshot( &audio_ui[0], 1.0f );
145 audio_unlock();
146
147 btn->fn_press( 1 );
148 return;
149 }
150 }
151
152 if( menu_input_cooldown <= 0.0f )
153 {
154 v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
155
156 if( v2_length2( dir ) > 0.8f*0.8f )
157 {
158 int idir = 0;
159
160 if( fabsf(dir[0]) > fabsf(dir[1]) )
161 {
162 if( dir[0] > 0.0f ) idir = 2;
163 else idir = 0;
164 }
165 else
166 {
167 if( dir[1] > 0.0f ) idir = 3;
168 else idir = 1;
169 }
170
171 int link = btn->links[idir];
172
173 if( link != -1 )
174 {
175 menu_loc_last = menu_loc;
176 menu_loc = link;
177 menu_input_cooldown = 0.25f;
178 }
179 }
180 }
181 }
182
183 VG_STATIC int menu_page_should_backout(void)
184 {
185 return vg_get_button_down( "break" );
186 }
187
188 VG_STATIC void menu_close(void)
189 {
190 cl_menu_go_away = 1;
191 menu_page = 0;
192 }
193
194 VG_STATIC void menu_page_main(void)
195 {
196 if( menu_page_should_backout() )
197 {
198 menu_close();
199 return;
200 }
201
202 menu_fov_target = 112.0f;
203 menu_run_directional();
204 }
205
206 VG_STATIC void menu_page_map(void)
207 {
208 if( menu_page_should_backout() )
209 {
210 menu_page = 1;
211 menu_loc = 3;
212 }
213
214 menu_fov_target = 80.0f;
215 menu_run_directional();
216 }
217
218 VG_STATIC void menu_page_quit(void)
219 {
220 if( menu_page_should_backout() )
221 {
222 menu_page = 1;
223 menu_loc = 1;
224 }
225
226 menu_fov_target = 90.0f;
227 menu_run_directional();
228 }
229
230 VG_STATIC void menu_page_skater(void)
231 {
232 float h = vg_get_axis( "lookh" );
233 menu_fov_target = 97.0f;
234
235 if( menu_page_should_backout() )
236 {
237 menu_page = 1;
238 menu_loc = 2;
239 return;
240 }
241
242 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
243 {
244 audio_lock();
245 audio_play_oneshot( &audio_rewind[4], 1.0f );
246 audio_unlock();
247
248 if( h < 0.0f )
249 {
250 cl_playermdl_id --;
251 if( cl_playermdl_id < 0 )
252 cl_playermdl_id = 2;
253
254 menu_buttons[5].fsize = 0.4f;
255 menu_buttons[5].falpha = 1.0f;
256
257 menu_input_cooldown = 0.25f;
258 }
259 else
260 {
261 cl_playermdl_id ++;
262 if( cl_playermdl_id > 2 )
263 cl_playermdl_id = 0;
264
265 menu_buttons[6].fsize = 0.4f;
266 menu_buttons[6].falpha = 1.0f;
267
268 menu_input_cooldown = 0.25f;
269 }
270 }
271 }
272
273 VG_STATIC void menu_update(void)
274 {
275 if( vg_get_button_down( "menu" ) )
276 {
277 if( cl_menu )
278 {
279 cl_menu_go_away = 1;
280 menu_page = 0;
281 }
282 else
283 {
284 cl_menu = 1;
285 menu_page = 1;
286 }
287 }
288
289 if( menu_page == 1 )
290 menu_page_main();
291 else if( menu_page == 2 )
292 menu_page_skater();
293 else if( menu_page == 4 )
294 menu_page_map();
295 else if( menu_page == 8 )
296 menu_page_quit();
297
298 struct menu_button *btn = &menu_buttons[ menu_loc ];
299
300 v3f pos;
301 v2f angles;
302
303 /* Base */
304 {
305 v3f lookdir;
306 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
307 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
308
309 lookdir[1] = 0.0f;
310 v3_normalize( lookdir );
311
312 v3f center_rough;
313
314 if( player.is_dead )
315 {
316 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
317 }
318 else
319 {
320 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
321 v3_muls( center_rough, 0.5f, center_rough );
322 }
323
324 v3_muladds( center_rough, lookdir, 1.5f, pos );
325 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
326
327 angles[1] = 0.0f;
328 angles[0] = -atan2f( lookdir[0], lookdir[2] );
329
330 /* setup model matrix */
331 v4f qmenu_mdl;
332 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
333
334 q_m3x3( qmenu_mdl, menu_mdl_mtx );
335 v3_copy( center_rough, menu_mdl_mtx[3] );
336 }
337
338 /* Extra */
339 {
340 v3f delta;
341 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
342 v3_normalize( delta );
343
344 float y = atan2f( delta[0], delta[2] ),
345 p = -sinf(delta[1]),
346 dt = vg.frame_delta;
347
348 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
349 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
350
351 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
352 angles[0] = fmodf( angles[0], VG_TAUf );
353 }
354
355 /* Update camera */
356 {
357 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
358 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
359 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
360 camera_update();
361 }
362
363 float dt = vg.frame_delta * 6.0f;
364 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
365
366 if( menu_opacity <= 0.01f )
367 {
368 cl_menu = 0;
369 cl_menu_go_away = 0;
370 }
371
372 vg.time_rate = 1.0-(double)menu_opacity;
373
374 if( cl_menu )
375 {
376 menu_input_cooldown -= vg.frame_delta;
377 }
378 }
379
380 /* https://iquilezles.org/articles/functions/ */
381 float expSustainedImpulse( float x, float f, float k )
382 {
383 float s = fmaxf(x-f,0.0f);
384 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
385 }
386
387 VG_STATIC void menu_render( m4x4f projection )
388 {
389 glEnable(GL_BLEND);
390 glDisable(GL_DEPTH_TEST);
391 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
392 glBlendEquation(GL_FUNC_ADD);
393
394 shader_fscolour_use();
395 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
396 render_fsquad();
397
398 glEnable( GL_DEPTH_TEST );
399 glDisable( GL_BLEND );
400
401 m4x3f mtx;
402
403 shader_menu_use();
404 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
405 shader_menu_uTexMain( 1 );
406 vg_tex2d_bind( &tex_menu, 1 );
407
408 shader_menu_uPv( projection );
409 mesh_bind( &menu_glmesh );
410
411 for( int i=0; i<vg_list_size(menu_buttons); i++ )
412 {
413 struct menu_button *btn = &menu_buttons[i];
414 float talpha = i==menu_loc? 1.0f: 0.0f,
415 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
416 tsize1 = i==menu_loc? 0.07f: 0.0f,
417 tsize = tsize0+tsize1;
418
419 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
420 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
421
422 /* Colour */
423 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
424 vnormal = {1.0f,1.0f,1.0f, 1.0f},
425 vcurrent;
426
427 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
428 shader_menu_uColour( vcurrent );
429
430 /* Create matrix */
431 m4x3f mtx_size;
432 mdl_node_transform( btn->pnode, mtx );
433 m4x3_mul( menu_mdl_mtx, mtx, mtx );
434 m4x3_identity( mtx_size );
435 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
436 m4x3_mul( mtx, mtx_size, mtx );
437 shader_menu_uMdl( mtx );
438
439 for( int j=0; j<btn->pnode->submesh_count; j++ )
440 {
441 mdl_submesh *sm =
442 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
443 mdl_draw_submesh( sm );
444 }
445 }
446
447 /*
448 for( int i=0; i<menu_model->node_count; i++ )
449 {
450 mdl_node *pnode = mdl_node_from_id( menu_model, i );
451
452 for( int j=0; j<pnode->submesh_count; j++ )
453 {
454 mdl_submesh *sm =
455 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
456
457 mdl_node_transform( pnode, mtx );
458 m4x3_mul( menu_mdl_mtx, mtx, mtx );
459 shader_menu_uMdl( mtx );
460
461 mdl_draw_submesh( sm );
462 }
463 }
464 */
465 }
466
467 #endif /* MENU_H */